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Where Has All the Magic Gone?
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<blockquote data-quote="Raven Crowking" data-source="post: 4587321" data-attributes="member: 18280"><p>SHARK, always nice to hear from you.</p><p></p><p>Consider, if you will, the original concept of a megadungeon. PCs of any level can attempt any level of the dungeon, but as the dungeon descends, the challenges become harder. The DM does not determine whether or not the PCs have a decent chance of emerging victorious from any encounter. The players do, and they do so based upon where they choose to go.</p><p></p><p>It is relatively easy to map the same philosophy onto the world at large. So long as the players have a reasonable means to guage the "threat level" of various regions, they determine what level of risk they want to accept. Knowing, of course, that greater risk often (but not always) leads to greater reward.</p><p></p><p>If the players know that Smaug lives on the Lonely Mountain, and they decide to go and attack Smaug at 1st level, I don't feel at all bad about letting them encounter Smaug. And I don't care what their chances of survival are.</p><p></p><p>Likewise, if the players know of a local kobold nest, and decide to wipe it out at 10th level, I don't feel at all bad about letting them mop up the joint easily for a few copper pieces and trinkets.</p><p></p><p>IMHO, player decision-driven campaigns make for the best RPG experiences. YMMV.</p><p></p><p></p><p></p><p>Q wrote an excellent article that listed what was available (i.e., what was in the module), but it didn't provide anything in the way of research re: how "available" the treasure actually was (i.e., what was required to actually get the listed treasure).</p><p></p><p>I offered some very specific guidelines about what would demonstrate me wrong. Time required to search is extremely simple to determine.</p><p></p><p>It isn't about who "played the game right".</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4587321, member: 18280"] SHARK, always nice to hear from you. Consider, if you will, the original concept of a megadungeon. PCs of any level can attempt any level of the dungeon, but as the dungeon descends, the challenges become harder. The DM does not determine whether or not the PCs have a decent chance of emerging victorious from any encounter. The players do, and they do so based upon where they choose to go. It is relatively easy to map the same philosophy onto the world at large. So long as the players have a reasonable means to guage the "threat level" of various regions, they determine what level of risk they want to accept. Knowing, of course, that greater risk often (but not always) leads to greater reward. If the players know that Smaug lives on the Lonely Mountain, and they decide to go and attack Smaug at 1st level, I don't feel at all bad about letting them encounter Smaug. And I don't care what their chances of survival are. Likewise, if the players know of a local kobold nest, and decide to wipe it out at 10th level, I don't feel at all bad about letting them mop up the joint easily for a few copper pieces and trinkets. IMHO, player decision-driven campaigns make for the best RPG experiences. YMMV. Q wrote an excellent article that listed what was available (i.e., what was in the module), but it didn't provide anything in the way of research re: how "available" the treasure actually was (i.e., what was required to actually get the listed treasure). I offered some very specific guidelines about what would demonstrate me wrong. Time required to search is extremely simple to determine. It isn't about who "played the game right". RC [/QUOTE]
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